Game & Map Screenshots 9

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Nutty171

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@Haydeos It must be a lot more trouble to make, but it's so worth it. But even on your new style map, the cliff looks square and unnatural. :/
 

Haydeos

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Yeahhhh I should probably just get rid of it and replace it with a boulder of some kind.

(Took about an hour & a half of work in PS)
 

Nutty171

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I'm not saying you should get rid of it. Here's a suggestion for what you can do that I think would fix it:
Before.png <--Before After.png <--After
That kind of thing would be good enough for me.
 

Nutty171

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I do somewhat agree with mlogan. It actually took me a while to "notice" the squareness.
 

mlogan

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And don't get me wrong, variation is not bad either. But if it would be incredibly time intensive to change it, I wouldn't bother. It's a lovely map and most won't notice. Just perhaps make the next cliff not so square.
 

Caitlin

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@Mr. Detective I like the windows in the first one, actually. I am not completely sure what sort of room that you are making, an entrance hall, staircase, or other....

Me, on the other hand, after a horrible night sleep and unable to play with my new graphics \(>_<)/ I kept falling asleep, even sitting down, but oh well, I am playing with them now.

 

Eviticous

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So please ignore the crappy, crappy, map. I created this as an example in TileD, One thing I noticed is the bottom water is not an animatable tile, where as the water behind the tree is (and is animated). So I have a question this, if I made a real map where the bottom water was not animated, because I don't think Celianna meant for it to be animated, would it look weird?
 

Mr. Detective

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Solwern

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@Haydeos is that parallax mapping? That looks amazing!
 

Rabosion

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@Haydeos : I like how your map feels bigger and wilder/more natural compared to the old one. Well done!
 

Eviticous

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Again please don't judge the map. I found a program called RTP Scaler which scales, smoothly or detailed, ACE tiles sets to MV, now its obviously not perfect 100%, Its more like 85 or so. Its very good, and these are more for parallaxing then anything else.


Do you think I could get away with the "artistic" side of how the tile sets look painted? I know the sprites clash, but I could argue artistic expression ....
 

IAmJakeSauvage

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Again please don't judge the map. I found a program called RTP Scaler which scales, smoothly or detailed, ACE tiles sets to MV, now its obviously not perfect 100%, Its more like 85 or so. Its very good, and these are more for parallaxing then anything else.


Do you think I could get away with the "artistic" side of how the tile sets look painted? I know the sprites clash, but I could argue artistic expression ....
The trees look pretty rough compared to the rest of the assets.
 

Eviticous

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Ya they can't go up very high, like the software has smooth and detailed, and I went with detailed but like that's the best I can do. So I've decided to say it's a "painted" effect. And keep the MV sprites because of story reasons. Which yes will clash but ... art is subjective? Maybe? Probably? (Don't hate me please Hahahaha)
 

Rinober

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The problem I'd see here is the characterset which might not fit the "painted" effect. Apart from that, I'd be fine with the tilesets style :)
 

Gonor

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@Haydeos The new map is much better than the old one.
It looks less blocky to me and feels more natural.

I'm not sure about the light grass behind the house though. Where is your light coming from.
Even if the grass behind the house itself were lighter than that in front, I think it's too bright. If you want it to be lit by the sun you should expand the lighter area more.
 

Eviticous

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The problem I'd see here is the characterset which might not fit the "painted" effect. Apart from that, I'd be fine with the tilesets style :)
I decided to keep the MV sprites just because, I'm one man and can only do so much hahaha, so I worked it into the story :) It also gives contrast between the "old" and the "new" in a way.
 

Cranky Construct

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I just joined, but here's an image from the RPG I'm working on. Decided to try and make all the assets myself for it. The character's missing a drop shadow long with the trees etc, but I'm planning on using Yanfly's doodads to help remedy that issue.
 
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